export declare const PHONG_VS = "layout(std140) uniform phongMaterialUniforms {\n uniform bool unlit;\n uniform float ambient;\n uniform float diffuse;\n uniform float shininess;\n uniform vec3 specularColor;\n} material;\n"; export declare const PHONG_FS = "layout(std140) uniform phongMaterialUniforms {\n uniform bool unlit;\n uniform float ambient;\n uniform float diffuse;\n uniform float shininess;\n uniform vec3 specularColor;\n} material;\n\nvec3 lighting_getLightColor(vec3 surfaceColor, vec3 light_direction, vec3 view_direction, vec3 normal_worldspace, vec3 color) {\n vec3 halfway_direction = normalize(light_direction + view_direction);\n float lambertian = dot(light_direction, normal_worldspace);\n float specular = 0.0;\n if (lambertian > 0.0) {\n float specular_angle = max(dot(normal_worldspace, halfway_direction), 0.0);\n specular = pow(specular_angle, material.shininess);\n }\n lambertian = max(lambertian, 0.0);\n return (lambertian * material.diffuse * surfaceColor + specular * floatColors_normalize(material.specularColor)) * color;\n}\n\nvec3 lighting_getLightColor(vec3 surfaceColor, vec3 cameraPosition, vec3 position_worldspace, vec3 normal_worldspace) {\n vec3 lightColor = surfaceColor;\n\n if (material.unlit) {\n return surfaceColor;\n }\n\n if (lighting.enabled == 0) {\n return lightColor;\n }\n\n vec3 view_direction = normalize(cameraPosition - position_worldspace);\n lightColor = material.ambient * surfaceColor * lighting.ambientColor;\n\n for (int i = 0; i < lighting.pointLightCount; i++) {\n PointLight pointLight = lighting_getPointLight(i);\n vec3 light_position_worldspace = pointLight.position;\n vec3 light_direction = normalize(light_position_worldspace - position_worldspace);\n float light_attenuation = getPointLightAttenuation(pointLight, distance(light_position_worldspace, position_worldspace));\n lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color / light_attenuation);\n }\n\n for (int i = 0; i < lighting.spotLightCount; i++) {\n SpotLight spotLight = lighting_getSpotLight(i);\n vec3 light_position_worldspace = spotLight.position;\n vec3 light_direction = normalize(light_position_worldspace - position_worldspace);\n float light_attenuation = getSpotLightAttenuation(spotLight, position_worldspace);\n lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, spotLight.color / light_attenuation);\n }\n\n for (int i = 0; i < lighting.directionalLightCount; i++) {\n DirectionalLight directionalLight = lighting_getDirectionalLight(i);\n lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);\n }\n \n return lightColor;\n}\n"; //# sourceMappingURL=phong-shaders-glsl.d.ts.map